You have struck a pact with a great supernatural being, a great lord over the chaotic Undead. The Supernatural rarely make these alliances with the living, but those who do tire of only ruling over the dead and long for the world of the living. You could have been found yourself in the service of a rather ambitious Lich or Demilich, such as Acererak, or a powerful Vampire, perhaps even the mysterious Artor Morlin, or Shyressa. Perhaps your patron is a powerful ghost of a lost adventurer who has come back to share their wealth of knowledge.
This patron is the direct byproduct of me wanting a warlock with more flavor and diversity of who could be the patron. I hope that this is balanced against the other subclasses of Warlocks.
Here we go...Level 1
Expanded Spell List
- 1st level: Ray of Sickness, False Life
- 2nd level: See Invisibility, Blur
- 3rd level: Life Transferrence, Feign Death
- 4th level: Locate Creature, Evard's Black Tentacles
- 5th level: Telekinesis, Contagion
At first level, creatures sense an unnatural air about you. You are proficient with Intimidation checks, and can deal a collective 1d6 damage to creatures within 10 ft. of you as a bonus action. At 6th, 10th, and 14th level, the damage increases by 1d6. The damage type is linked to your Supernatural Path that you also take at first level.
This feature has probably changed the most since me first making this subclass without completely being replaced. Autohit d6s places this ability at about the strength of a cantrip, albeit a bit stronger, and with a complex AoE. The damage relies on the path you take at first level, which can make it deal Necrotic, Cold, or Psychic damage. Oh, and I removed the limited use of it, as the damage is not overwhelming anymore :).
- Path of the Blix: When you kill a creature, you may regain HP up to the creature's number of hit dice. Your damage type for Unnatural Aura is Necrotic.
Unlike the Fiend's first level ability, this does not grant temporary HP but heals you actual HP. Its effect varies on the strength of your opponent, which I see as more balanced than Dark One's Blessing (you could kill 1 rat for temp. HP).
- Path of the Skeleton: You may reduce damage by 1d8 plus your Warlock level that you take from a single source as a reaction. Once you use this feature, you cannot use it again until you complete a short or long rest. Your damage type for Unnatural Aura is Cold.
Great defense, as most of the Zombie-based middle options of this subclass are. Cold damage is the worst damage option, though (lots of monsters have resistance).
- Path of the Ghost: As an action, you may become invisible until the end of your next turn. You may use this feature a number of times equal to your Charisma modifier (minimum 1) before completing a short or long rest. Your damage type for Unnatural Aura is Psychic.
Hands-down the best damage type for Unnatural Aura, as only one monster from the MM is resistant and ten immune (see here). An okay sneaky option.
That wraps it up for level 1. A cantrip-like effect, a proficiency, and a varying third option. Here comes level 6:
At 6th level, you may choose a Monstrous Power.
- Powers of the Vampire: You are always under the effects of Spider Climb and cannot be seen by Truesight or divination magic.
In earlier versions, the Vampire strangely had a flight feature and an AC penalty for being in sunlight. I eliminated this and added a classic Vampire feature. Nice feature for those that are indoors a lot.
- Powers of the Zombie: When you are hit by a melee attack, you may use your reaction to use your Unnatural Aura. To do this, you cannot have used your Unnatural Aura this round.
Very solid defense option, though you should use your Unnatural Aura sparingly on your turns.
- Powers of the Spectre: As an action, you may become intangible for 1 minute. While intangible, you may move through objects and other creatures' positions as if they were difficult terrain (though you cannot end your turn there), and you cannot be hit by opportunity attacks. Once you use this feature, you cannot use it again until you complete a short or long rest.
Absolutely fantastic for scouting. Oh, look. A great big wall. I'll...GO THROUGH IT!!!! BWAHAHAHA! DMs beware...
This was way more unbalanced last version, so I completely revamped it.
Of course, the 10th level feature:
At 10th level, you are incredibly aware of what is happening at any given moment. You cannot be surprised or frightened, and are always under the effect of the Detect Good and Evil spell. Additionally, when you use your Unnatural Aura and deal damage to only one creature with it, that creature makes a Wisdom saving throw or is frightened of you for 1 minute.
What's a scary undead-controlling guy look like when he's frightened? Not so scary anymore, right? They're much better suited for scaring others...
And now, the final features at 14th level:
At 14th level, you may choose an Undead Legacy.
- The Count's Legacy: Your cantrips and Unnatural Aura drain energy from your enemies. When you damage enemies using a cantrip or Unnatural Aura, you gain temporary hit points equal to the total damage you dealt with them on your turn for 1 hour.
To clarify, this damage is equal to all the damage you did on your turn with your scary Eldritch Blast and Unnatural Aura. This makes for some great temp. HP.
- The Lich's Legacy: As a bonus action, you point to a creature that has died within the last round that has a number of Hit Dice equal or lesser than your own. That creature regains hit points equal to their number of Hit Dice. You control this creature (who has its own turns) for one hour, after which it returns to life with its current HP. Once you use this feature, you cannot use it again until you complete a short or long rest.
Before revision, this could've been used to revive a Tarrasque as your slave for 1 hour. I obviously changed that...very good for taking control of boss monsters and reviving your friends alike.
- The Wraith's Legacy: When you deal damage to a creature, their hit point maximum is reduced by the damage you deal until they finish a long rest. Additionally, if you kill a humanoid, it becomes a Specter under your command, as long as you have room to control more Specters. You may have a number of Specters under your control equal to your Charisma modifier (minimum of one) at a time.
Almost word-for-word what a Wraith does. That scary regenerating boss monster getting on your nerves? Say good-bye to his huge HP maximum and hello to an army of Specters.
That is all for (hopefully) the final and balanced version of the Supernatural Otherworldly Patron. I still welcome criticism, and especially appreciate commentary on how balanced this is with the other subclasses!
If you think this is balanced, please tell me! If you don't... please at least leave a answer telling me why.